Ok, so I'm creating a custom army for use in BrikWars, and I need some feedback regarding my new unit stats. The gist of it is I've boosted the stats of the units by one or two points, added some traits to some of the units, given them each a defined feat that they can use without failure repercussions (but that has a cool down and weakens the unit on the next turn), and increased the cost substantially. For example with the feats, Officers can boost their squads use roll by one for a turn, but the squads get a minus one penalty to use rolls the next turn. Or the Heavy weapons troopers can get immunity to damage and knock back for one turn, but they can only attempt this feat once. I've run some test battles and seems to be balanced, but I'm not sure if I got is right. I'd like to know if this a good idea, if any feats should be tweaked if it is, and if I've adjusted the CP enough to balance the units greater strength. Due to the increased power of Space Marine units, they cost a lot more than normal troops (A Space Marine troops is nearly twice the cost of a standard fig), and are an elite force by necessity.

Space MarinesThe Space Marines are the best combat troops in the galaxy, and the reputation is well deserved. Space Marines carry the toughest armor, the most powerful weapons, and the best equipment available. All Space Marine soldiers have a specific heroic they may use, this feat has no negative results should it fail. All Space Marines save Snipers, Scouts, Medics, Pilots, Heroes, and Engineers have the following traits:Hardy Boy: attacks do -2 damage to this minifig. I <3 Terrain: +1 attack, +2 to skill and armor in CC when fighting inside a terrain they choose to specialize in (Urban)

Space Marine TroopersStats: 7 CP, Skill 1d6, Move 5, Armor 5. Feat: Burst FireTroopers are the basic soldiers of the Space Marines. They have armor plating woven into their uniforms, and thus have more armor than standard troops. Troopers typically carry Gauss Rifles with bayonets only, although most squads also carry grenades, rocket launchers, and at least one flamethrower. Trooper Feat: Burst Fire. This feat allows the soldiers to fire 2 shots instead of one. The shots have separate use and damage rolls. Both shots must be aimed at the same target. Troopers fire at -3 skill on the next turn after using this feat.

Space Marine OfficerStats: 9 CP, Skill 1d8, Move 6, Armor 1d10+1. Traits: Leadership. Feat: Esprit de CorpsSpace Marine Officers lead squads into battle. They have skills greater than the average Space Marine, due to their advanced training. Officer Feat: Esprit de Corps. This feat grants the Squad +1 to all rolls, armor, and movement, so long as the squad contains only Marines. After using this feat, the squad takes a -1 penalty to all rolls, armor, and movement on the next turn. Officer's Leadership trait allows their squads to ignore the normal action penalty for Forming Up.Space Marine PilotStats: 5 CP, Skill 1d6, Move 4, Armor 1d6. Traits: Piloting. Feat: Transfer PowerThe Space Marine Pilot is trained to use vehicles and horses to maximum effectiveness. If it has wheels, treads, legs, hoverpads, repulsors, rotors or jet engines it doesn't matter, the Pilot can use it. Pilot Feat: Transfer Power. This feat can only be used on a mechanical vehicle. When used, the unit can either sacrifice all movement to double weapons power, or deactivate weapons systems in order to double movement. Both systems operate at a -25% capacity the next turn. Piloting trait allows Pilots to negate action cost for steering, leaving actions open for weapons use.Space Marine Hero Stats: 12 CP, Skill 1d10, Move 7, Armor 2d6+1. Traits: Heroic Ego, Marine Pride.The Space Marine Hero is the best of best, an elite combatant. Highly trained, well equipped, and in superb physical condition, the Space marine Hero is the best the Space Marine Corps has to offer. Hero's Heroic Ego Marine Pride traits give them: (Ego) Grants the Hero one stupendous feat per turn, in line with the hero's action movie cliché (Super Soldier). Hero's also receive a -1 Cranky penalty to all roll for each other hero in their army, along with a -1 CP discount (up to -5 CP). The Marine Pride feat allows Space Marine Hero's to ignore the Cranky penalty generated by other Space Marine Heroes. Space Marine Close Quarters Combat SpecialistStats: 9 CP, Skill 1d6 ( add 1d6+2 in CC, -2 with range weapon), Move 4, Armor 5 ( add 1d6+2 in CC). Traits: CC Weapons Master, Shock Troops. Feat: Adrenaline SurgeSpace Marine Close Quarters Combat Specialists fight up close and personal. Close Quarters Combat Specialists have heavy armor and move slowly. They excel at Close combat fighting, but do poorly at range. Close Quarters Combat Specialists usually lead charges toward enemy lines, or work in close quarters urban fighting. Close Quarters Combat Specialist Feat: Adrenaline Surge. The Adrenaline Surge allows a Close Quarters Combat Specialist to negate any movement penalties he would receive from armor and weapons for one turn, at the cost having those penalties double during his next turn. The Close Quarters Combat Specialist's CC Weapons Master and Shock Troops give him: (CC Master) +1d6 to armor, use, and damage rolls in CC. +1d6 range when throwing objects. May dual wield heavy weapons as if they were hand weapons. (Shock) +2 to skill, armor, and damage when rolling for CC or Charge. -2 to skill when rolling for ranged attack. Space Marine CommandoStats: 15 CP, Skill 1d8+2(-1d4 with CC weapons), Move 6, Armor 1d12+2 (-1d4 with CC weapons). Traits: Dreaded, Ranged Weapons Master. Feat: TeleportThe Space Marine Commandos are the heavy hitters of the Space Marine Corps. Heavily armed and armor, these fast moving troops are the bane of enemy soldiers everywhere. Few enemy soldiers have survived an attack by Commandos. Commando Feat: Teleport. This Feat allows Commando to instantly move to any other location on the battle field within line of sight. After Teleporting, Commandos may not teleport again for 2 turns. Commando's Dreaded and Ranged Weapons Master traits grant them: (Dreaded) Enemy units take a -1 penalty when engaging commandos. (Ranged Master) +1d4 to armor, use, and damage rolls with ranged weapons, -1d6 in close combat. May dual wield long range weapons as if they were short ranged weapons.Space Marine SniperStats: 7 CP, Skill 1d6 (+2 with ranged weapon, -2 in CC), Move 7, Armor 1d4+1. Traits: Stealth, Bull’s-eye. Feat: AP Round.The Space Marine Sniper Corps is the long range combat arm of the Space Marines. Snipers are fast moving, lightly armored infantry. Snipers have a bonus to skill in ranged combat, but take a penalty in Close Combat action. Sniper Feat: AP Round. This feat allows the sniper to fire an armor piercing shot from his rifle. The AP round will pierce walls and other obstacles and do normal damage to enemy troops behind such cover. If used against a target standing in the open, an AP round does twice the normal damage. After firing an AP shot, the Sniper cannot fire again the next turn, and on the turn after he fires at a -2 skill penalty. Their Stealth trait gives them: +1/3 bonus to cover when moving, +2/3 bonus when standing still. Can add to existing cover, making them effectively invisible. Bonus is negated if the Sniper draws attention to itself or is spotted by enemy unit with Scouting skill. Bull’s-Eye ignores cover modifiers produced by buildings and/or terrain as long as any part of the target is visible; not usable against Stealthy units. Space Marine Heavy Weapons TrooperStats: 9 CP, Skill 1d6, Move 4, Armor 1d8. Feat: RamboSpace Marine Heavy Weapons Troopers are trained to use HMGs, Miniguns, rocket launchers, and all other such high power weapons. They are slower down with their heavy weapons are armor, however. Heavy weapons troopers have a +1 bonus to use for heavy weapons. Heavy Weapon Trooper Feat: Rambo. This Feat allows a Heavy Weapons trooper to ignore all damage and knockback for one turn. This feat may only be used once per battle. If feat roll fails, you cannot attempt the feat again.Space Marine Flame TrooperStats: 8 CP, Skill 1d6, Move 3, Armor 1d8. Feat: Dump and Run.Space Marine Flame Troopers carry heavy, formidable flamethrowers into battle. They have heavy armor, but due to the weight of their armor, weapons, and fuel tanks, they move very slowly. Also, because flamethrower fuel is very volatile, should the trooper die in a fire, explosion, hand to hand attack or due to being shot by a slugthrower or energy weapon, his fuel tanks will explode with the force of a standard explosive. Flame Trooper Feat: Dump and Run. This feat allows the Flame Trooper to drop his flamethrower and fuel tank on the ground, then sprint away. at the end of his sprint, the tank explodes, doing explosive damage +6. This feat may only be used if the trooper has a flamethrower with fuel tank.Space Marine Recon TrooperStats: 7 CP, Skill 1d6, Move 7, Armor 1d4. Traits: Scouting, Trailblazing, Operation Recon. Feat: Toughen UpThe Space Marine Recon is responsible for ensuring that the Space Marine's advance isn't stalled by traps, minefields, or other hidden hazards. Recon Trooper Feat: Toughen Up: This feat grants +2 to all armor rolls, at the cost of -2 to all skill rolls. The Scouting and Trailblazing traits give: (Scouting) Reveals hidden objects, traps, hidden units. may spend action cost to Target enemy unit, giving allied units +1 skill bonus. (Trailblazing) May find a safe route through minefields or other hazards by traveling at half speed. other units may follow behind in single file. 9Operation Recon) This fig puts the "key" in sneaky. Hold him in reserve until the end of any opponents first turn. Then, place him anywhere on the battlefield at least 8" from the nearest enemy. Until he takes an action or moves, this minifig has total concealment.Space Marine MedicStats: 6 CP, Skill 1d6, Move 5, Armor 5. Traits: Medical Training. Feat: Health BoostSpace Marine Medics are tasked not with ending lives, but saving them. Their role is to heal and revive fallen teammates. Medic Feat: Health Boost. This feat grants a +1 armor bonus to all friendly troops within 5 inches of the Medic. Medic Medical training grants: Allows unit to revive fallen soldiers (even if they've been blown to bits). To Revive, count the number of pieces fallen unit is in. Medic must exceed this number to revive. Medic is at -3 to medical rolls without a medkit. Can reattach severed limbs with a roll of 2.Space Marine EngineerStats: 6 CP, Skill 1d6, Move 5, Armor 5. Traits: Engineer Training. Feat: Armor BoostSpace Marine Engineers are tasked with building add repairing vehicles. Engineer Feat: Armor Boost. This Feats grants a +3 armor bonus to a designated vehicle within 10 inches of the Engineer. The Engineering Training trait gives: Allows the unit to repair mechanical objects (including robot troops). To repair, count number of pieces destroyed unit is in. Engineer's roll must match or exceed that number. If the roll doesn't match or exceed, attack number of parts equal to the engineer's roll. Repairs may be continued until destroyed unit is fully operational. Engineer receives +3 to rolls when he has a tool in his hand.

Last edited by Battlegrinder on Fri May 04, 2012 6:59 pm, edited 8 times in total.

I like the idea of having specified feats that units can attempt, but I honestly wouldn't even bother forcing them to have a cooldown penalty at all. If they fail the feat, nothing happens. It's effective, but still not as surprising or versatile as a traditional hero's feats would be. Cool idea!

Your space-marine super hero, commando, and medic are pretty insanely broken, on the other hand. The hero's two feats would be overkill, and make fights effortless. Same with the commando, I get that he's a ninja but with ranged weapons, but ranged attacks already have such an insane superiority over melee weapons that adding a d6 to CC weapons was enough to give them an edge over ranged weapons, not the other way around.

The Medic has been notoriously difficult to figure out for 2005 compatibility, since most systems about it are pretty easy to abuse. technically by your rules, a medic could spend a couple turns collecting and re-attaching body parts to bring pretty much anyone back to life. While this would take most of a battle to revive even a single exploded soldier, it'd be pretty simple with guys only missing a limb or two.

Thanks for the feedback. The reason I included the cooldown penalty was that in test battles without it, you could spam the ability and the Space Marines were almost unbeatable, so the feats need a drawback to force strategic use and give opponents a chance to recover from a feat-powered assault. I've scrapped the Hero's ability to use 2 feats, didn't think it would be balanced anyway. I also decreased the ranged weapons boost for commando, and added in a strong penalty for close combat, I didn't expunge the boost, but the cost of a commando is prohibitively high to help balance out their combat effectiveness. Still working on figuring out how to balance medic. So far, He's been balanced by the fact that while he can heal friendly units, he's also a bullet magnet. I've been thinking of removing his ability to bring dead troopers back to life, leaving him with only the ability to replace limbs (which would have the skill roll required to do so boosted), and adding in a doctor unit that can revive, but has very low health (like 1d4), no armor, and can only be deployed in small numbers (one or two per battle). I also added some traits the half the units, and cranked up the CP cost, so a SM army is now nearly twice as expensive as standard one.Will be posting pics of the units I've collected so far. BTW, anyone know where I can 20 or so of the new Galaxy Patrol Minifigs? I'm using them as my troopers, but can't find anywhere I can get them cheaply and en mass.

And your army is already pretty much absolutely unstoppable. For one of your commandos with 1d8+1d4+2 for all ranged attacks, anything that's not a critical failure will come up at at least 5 skill, which is enough to headshot any minifig behind non-total cover, and on average about 9, which is accurate enough to pinpoint a size 5 siege gun on a spider.

You could give your heroic feats a recharge time instead of a penalty, if you want. I'm personally against using a set penalty because I know either I'd forget about them, or my opponent would and I wouldn't say anything to stop him. Instead, what if the feat, once done, could only be used again 1d6 turns later? So, you'd roll a d6 on every turn after using the feat, and if you roll a 6, you get to use the feat either right then, or as soon as you want to.

Yeah, I think you're right about the commando. I've removed the 1d4 boost, but scaled back the melee penalty to -1d4 instead 0f 1d6. I didn't think of the effect it would have on using them as gunners, so I think they do need to have a slight nerf. Since I usually only fielded two of them, the firepower discrepancy didn't really come into play.I'm still liking the penalty for post feat turns, mostly because without it, my army doesn't have any solid weaknesses aside from cost, and because the penalty forces you to use feat rolls tactically (or strategically, I'm not sure which one it would be). I'll run some test battles with the 1d6 turn-waiting idea, but I'm worried that between the Space Marines enhanced toughness and the damage they can do during a feat powered rampage, the other side won't have a chance of pushing back without that penalty (which is what kept happening in test skirmishes), especial since the aforementioned rampages tended to wipe out the other side's numerical disadvantage.

Ok, onto the vehicles. I only have four, and with one exception, they are devoid of color theme and general ascetics, but they work pretty well.An A-10 Warthog ground attack aircraft. Huge, well armed, heavily armored, slower speed, and very expensive. Only appears in high CP battles, and crushes any ground based or airborne vehicles it finds.TL-1 Air transport, useful for hauling a squad from point to point on the battlefield. Mid-sized and fast, but has light weapons and armor, and is fairly expensive. Tactically useful, but needs cover fire against hostile AA. Grew out of attempt to build Halo Pelican out of Legos.Mobile Fortress. Currently disarmed (I only have so many guns to split between vehicles), but can carry a huge weapons load. Incredibly well armor, painfully slow, with a massive weapons load and troop carrying ability, its main drawback is the obscene cost required to field it.MD-1 Medium tank. Reasonable mobile, with a moderate weapons load and armor value, it has a large enough interior volume to pull double duty as an APC after a few modifications. Designed to be powerful and cheap, so I can field it in almost any battle.

Yeah, the A-10 is seeming designed around being put to use in BrikWars. Too bad mine's so huge I can't use it in all but the largest battles. Though seeing it one shot medium tanks is definitely worth it. Seeing every AA gun, trooper, Hero, missile weapon, and mounted weapon capable of pointing up try to blow the plane out of the air.

Ah, these diplomats! What chatterboxes! There's only one way to shut them up - cut them down with machine guns. Bulganin, go and get me one! - Joseph Stalin - As reported by De Gaulle during a long meeting.

Yeah, I'm working on getting the armor built. I'm gonna use a republic fighter tank for heavy armor, and its been a huge pain trying to find one. The rest of the armor and other units are just taking a while to build because I'm busy with school. I'll repost the whole army once I get the last couple units built, which will hopefully be sometime within the next month or so.